
Farewells Clicker is an addictive blend of clicker and city builder! Expand your island, develop your city, and produce resources endlessly. Upgrade your buildings and skills through a vast skill tree to progress further and further!
Modeled estimate, not a reported figure. How we estimate →
About

Build your realm and make sure to cleverly use building synergies to optimize your resource production.

Speed up production by clicking on your buildings.

Don't stay on your tiny island ! Expand your territory and explore the world. More land equals more production potential.

Improve and optimize your efficiency by upgrading your skill tree !
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to give it thumbs up, I liked the idea. But the skill tree is real letdown - the bonuses on the right side of tree are pretty much useless, most drops from chests are useless, there is no strategy. And the grind for the last achievments (all nodes) is horrible
Что-то не очень интересная игра
trops court
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very good little incremental
힐링도 아님 뽕맛도 없음 뇌비우고 클릭만 하다 끝남 업적 좀 남은거 끝나면 다시 켤일 없을듯
Fantastic little chill game here! Certainly can't beat it for the price. Nothing quite like it out there. Only negative I find is the need for a 'delete' option when you place something by accident or in the wrong spot. Still, bargain and a great game.
뽕맛 없음. 단순 클릭 노가다. 땅 넓히는것도 조건없이 클릭질만 하면 넓어짐. 무한 반복. 아이들러 게임이라고 쳐도 너무 억지로 늘려놓은 플레이 타임. 그냥 건물 짓고 뇌 비우고 아무생각없이 마우스만 꾹 누르는 게임.
Farewells Clicker blends incremental progression with light city building and resource management, producing a relaxed experience centered on turning a tiny settlement into an increasingly efficient economic machine. Developed and published by Team Square, it takes the familiar satisfaction of watching numbers steadily rise and gives that progression a more tangible form through buildings, territorial growth, production chains, and upgrades. The concept remains accessible enough for casual play, but there is a meaningful optimization element underneath its colorful presentation that rewards players who enjoy squeezing greater efficiency from relatively simple systems. The foundation of the experience is resource production. Buildings continuously contribute to the growth of the realm, while clicking directly on them speeds up production. This gives the player a useful choice between passive and active participation. You can allow the economy to operate naturally when you want something laid-back, then become more involved when you want to accelerate progress toward the next important purchase or upgrade. Clicking consequently feels less like an isolated gimmick and more like another tool within the larger economy. The constant feedback of faster production also maintains the immediate gratification expected from an incremental game. City construction makes that progression more interesting because buildings are not simply independent resource generators. The design encourages players to consider building synergies and organize their developing realm in ways that maximize production. This introduces a mild puzzle and strategy component without making the experience unnecessarily complicated. Finding productive combinations and gradually improving an inefficient settlement can be surprisingly satisfying. Players interested in optimization have reasons to experiment, while those seeking something more casual can still progress without needing to treat every decision as a mathematical problem. Expansion is another important part of the progression loop. Starting with a small island naturally restricts what can be constructed, so obtaining additional territory becomes valuable beyond simply making the settlement look larger. More land provides greater production potential, connecting geographical growth directly to economic advancement. This is one of the stronger aspects of the concept because progression becomes visually noticeable instead of existing entirely as increasingly large numbers. A modest starting area gradually develops into something much more substantial, providing a clear representation of how far the player has progressed. Exploration complements this territorial development by giving expansion a purpose beyond acquiring empty construction space. The promise of moving outward into the surrounding world provides longer-term motivation, while the continual demand for increased production keeps the various systems connected. Resources enable improvements, improvements accelerate production, greater production supports expansion, and expansion creates opportunities to generate even more resources. It is an intentionally repetitive cycle, but the interconnected systems make that repetition feel purposeful rather than completely mechanical. A substantial skill tree adds another layer to long-term progression. Upgrades can improve efficiency and provide additional optimization opportunities, allowing the economy to evolve beyond simply placing more buildings. This system gives players intermediate objectives and encourages planning around improvements that can produce better returns later. The skill tree is particularly useful for maintaining momentum because incremental games can lose some of their appeal once their central loop becomes predictable. Having a broader progression structure means there is usually another improvement to pursue even when territorial expansion temporarily slows down. The overall presentation supports the relaxed nature of the gameplay. Its stylized and colorful approach avoids the intimidating appearance of a complicated management simulator and instead reinforces the idea that this is something designed to be enjoyed at a comfortable pace. The mixture of medieval-flavored realm building and incremental mechanics also gives the economic progression more personality than a purely abstract collection of counters and menus. It remains fundamentally a game about efficiency and accumulation, but watching a physical settlement grow gives those increasing values more context. There are natural limitations to this approach. Players who dislike incremental games are unlikely to suddenly enjoy the genre simply because city-building mechanics have been incorporated. Repetition remains fundamental to the experience, and much of the satisfaction depends on enjoying gradual accumulation, increasingly efficient production, unlocking upgrades, and reaching progressively larger milestones. Likewise, players expecting an exceptionally deep traditional city simulator may find its management systems comparatively streamlined. The strategy is primarily about constructing and optimizing an economic engine rather than managing every aspect of a complex society. The game also includes Steam achievements, Steam Cloud, statistics, and Family Sharing, which complement its emphasis on persistent progression. Achievements provide additional milestones for players who enjoy completing objectives alongside ordinary economic growth. Steam Cloud is particularly convenient for a title where accumulated progress matters, allowing the longer-term development of the realm to fit more naturally around shorter or more casual play sessions. Steam Deck compatibility is less definitive. The Steam store page does not currently present an official Steam Deck compatibility rating, so it would be inappropriate to describe the game as Verified or Playable without confirmation from Valve. Its relatively straightforward interaction style appears conceptually suitable for handheld play, especially given the casual incremental structure, but players specifically purchasing it for Steam Deck should treat compatibility as unverified until an official rating or sufficiently reliable testing becomes available. Ultimately, this is an appealing hybrid for players who enjoy incremental games but want something more substantial than repeatedly clicking a single button and purchasing numerical multipliers. Building synergies, territorial expansion, exploration, resource production, active clicking, and the skill tree work together to create a satisfying sense of continuous improvement. It does not attempt to become an overwhelmingly complicated city simulator, and that restraint works in its favor. Instead, Team Square delivers an approachable progression game where the main pleasure comes from watching a humble island steadily transform into a larger and increasingly optimized realm. Rating: 7/10
先说结论,游戏本身有可圈可点的地方,我也喜欢这样建造的形式,但是真不推荐除重度爱好者以外的来玩 增量游戏快节奏一局和挂机游戏依靠转生系统避开时间锁的方式没有很好的结合在一起,游戏中期解锁完石头后就处于一个内容不足强拖时间的状态,我完全是抱着全成就和解锁沙盒的执念继续玩的。除此以外宝箱的奖励设计的非常鸡肋,没有那种很大程度影响局内流派走向的感觉,以至于还不如留着最后开暴风雨,公式化城市化的打法也很影响游戏的游玩体验。 游戏内也有很多可以继续优化的地方,比如建筑撤回,建筑的价格涨幅,建筑预先放置什么的, 现在的数值控制太不精妙了,完全没有增量游戏到游戏末期的正反馈,反而全是负反馈。
It was a fun short game! Would love to see some late game expansion and some silly high numbers with more combinations! 10 out 10 would recommend, especially for the price!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5K | 47 | 43% | $3.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $437.9K | 2.4K | 87% | $6.24 | |
| $1.9M | 10.2K | 97% | $5.59 | |
| $824.9K | 1.2K | 86% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $22.3K | 121 | 48% | $8.99 | |
| $22.3K | 85 | 69% | $9.99 | |
| $22.3K | 156 | 92% | $5.99 | |
| $22.3K | 126 | 57% | $5.99 | |
| $22.3K | 290 | 73% | $4.99 | |
| $22.2K | 278 | 63% | $4.99 |